emotionaut March 25 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Day 21 When it comes time for Cora and Beacon to depart, Najya does not make an emotional goodbye, but she is feeling something. Since the start of this journey, these two were under her protection. But now she must leave them to their fates in order to continue safeguarding Mariposa, Story, Cyrienne, and Eku. She can't help but feel a failing in herself, that she is not somehow able to split herself in two and protect both groups. Instead, Najya settles for inspecting their canoes for obvious defects and securing the cargo, living and unliving alike. She sees them off with a simple sign: As soon as they are gone, Najya puts them out of her mind by necessity. Her responsibility is now the others. And so she devotes her full vigilance to this reformed group, along with its three new members. When it comes time to make camp, she assists in her customary fashion and does what she can to help gather provisions from the bounty of the jungle. Despite not being as seasoned a hunter as some of the others, her natural stealth allows her to sneak up on a wild boar and subdue it before it even knows what's hit it. Day 23 The previous day passed without concern. Najya had little interest in the mystery of the diggers. The causes of death was all that mattered to her, and that much was obvious. She knew what to be on watch for, but thankfully this foe did not make itself known to them. The next day, however, forces them to again contend with Najya's nemesis. Rain. Najya sheds her robes after they become completely waterlogged, though she keeps her hood and cowl to intercept heavy drops from falling directly on her head. She is no less miserable. It is not until the pterafolk attack that she finds welcome distraction from the dampness. She propels herself effortlessly up the nearest tree and leaps out into open air to strike at one of the descending creatures. They become a tangle in midair, as first she strikes with her staff and lodges it between the thing's beating wings. As they plummet together, Najya knees it twice in rapid succession, before them twisting about to place the creature between herself and the ground. With one final strike of her staff, she thrusts it toward a bone-crunching demise against the hard ground, while she herself seems to almost float to a far softer landing on hands and one knee. After the others have been dispatched or run off, the monk regards the two strangers who brought the pterafolk down upon them. She is particularly curious about the scaled one, who, like her, does not seem capable of speech. She observes them both, in her silence, studying their body language as others study their words. But the human betrays nothing to her, and the saurian is far too alien to read. Day 24 But the one called Dragonbait seems equally curious about Najya and her language without words. It takes the intervention of Artus to make her understand, but once Najya realizes the saurian wishes to learn, she is an eager teacher. If not for Nadeem risking everything to share the hand signs of the Most Solemn Order of the Silent Shroud, she would still be cut off from the rest of the world. These connections she's made with the others would have never been possible. And so she wishes to pay that kindness forward, in hopes Dragonbait will find the same sorts of connections possible. She walks with the saurian whenever she is not needed to scout ahead or from above. They begin simply, but the beginning is the hardest part, and they both struggle. She remembers being in Dragonbait's place and feeling the same frustrations. She hopes they will have more time to get past these initial obstacles. Of course, when the undead appear, she casts aside all thoughts of teaching and readies herself for battle. Her grip tightens on her staff and she prepares to launch herself out of the tree at her sworn enemies and their red-robed handlers. But an arresting hand on her shoulder from Story keeps her in check. She knows not why they would shy away from battle with this group, but she trusts the wisdom of the small furry one. Day 25 The next day, Najya continues her tutelage of Dragonbait as they make their way to the cliffs. But it goes no better. Dragonbait even seems to have forgotten some of what she thought he had committed to memory. They both feel the frustration, and Najya wonders if the saurian would rather quit. But she is committed to helping, if he still wants to learn. At the cliffs, Najya is able to find easy success. Climbing the sheer rock faces comes easily to her, and she does not quite understand why the others struggle. Still, she does what she can to assist them, carrying the rope ahead and securing it as best she can with hammer and spikes. Her first attempt is inadequate, and Eku pays a small price for it. As the line flies free, the woman tumbles back down and nearly lands on her head. After scrambling back down the cliff face to check on her, Najya signs an apology. She vows to be more diligent going forward, and for the remainder of the ascent she finds the most ancient cracks in the rock for securing her spikes and the rings through which the rope is strung. True to her vow, the ropes hold fast, and Najya is able to focus on assisting the others who need the lines to climb. OOC I lost some of the end of my post, but I'm too tired to rewrite it. What's left is good enough.
emotionaut March 25 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Day 21 When it comes time for Cora and Beacon to depart, Najya does not make an emotional goodbye, but she is feeling something. Since the start of this journey, these two were under her protection. But now she must leave them to their fates in order to continue safeguarding Mariposa, Story, Cyrienne, and Eku. She can't help but feel a failing in herself, that she is not somehow able to split herself in two and protect both groups. Instead, Najya settles for inspecting their canoes for obvious defects and securing the cargo, living and unliving alike. She sees them off with a simple sign: As soon as they are gone, Najya puts them out of her mind by necessity. Her responsibility is now the others. And so she devotes her full vigilance to this reformed group, along with its three new members. When it comes time to make camp, she assists in her customary fashion and does what she can to help gather provisions from the bounty of the jungle. Despite not being as seasoned a hunter as some of the others, her natural stealth allows her to sneak up on a wild boar and subdue it before it even knows what's hit it. Day 23 The previous day passed without concern. Najya had little interest in the mystery of the diggers. The causes of death was all that mattered to her, and that much was obvious. She knew what to be on watch for, but thankfully this foe did not make itself known to them. The next day, however, forces them to again contend with Najya's nemesis. Rain. Najya sheds her robes after they become completely waterlogged, though she keeps her hood and cowl to intercept heavy drops from falling directly on her head. She is no less miserable. It is not until the pterafolk attack that she finds welcome distraction from the dampness. She propels herself effortlessly up the nearest tree and leaps out into open air to strike at one of the descending creatures. They become a tangle in midair, as first she strikes with her staff and lodges it between the thing's beating wings. As they plummet together, Najya knees it twice in rapid succession, before them twisting about to place the creature between herself and the ground. With one final strike of her staff, she thrusts it toward a bone-crunching demise against the hard ground, while she herself seems to almost float to a far softer landing on hands and one knee. After the others have been dispatched or run off, the monk regards the two strangers who brought the pterafolk down upon them. She is particularly curious about the scaled one, who, like her, does not seem capable of speech. She observes them both, in her silence, studying their body language as others study their words. But the human betrays nothing to her, and the saurian is far too alien to read. Day 24 But the one called Dragonbait seems equally curious about Najya and her language without words. It takes the intervention of Artus to make her understand, but once Najya realizes the saurian wishes to learn, she is an eager teacher. If not for Nadeem risking everything to share the hand signs of the Most Solemn Order of the Silent Shroud, she would still be cut off from the rest of the world. These connections she's made with the others would have never been possible. And so she wishes to pay that kindness forward, in hopes Dragonbait will find the same sorts of connections possible. She walks with the saurian whenever she is not needed to scout ahead or from above. They begin simply, but the beginning is the hardest part, and they both struggle. She remembers being in Dragonbait's place and feeling the same frustrations. She hopes they will have more time to get past these initial obstacles. Of course, when the undead appear, she casts aside all thoughts of teaching and readies herself for battle. Her grip tightens on her staff and she prepares to launch herself out of the tree at her sworn enemies and their red-robed handlers. But an arresting hand on her shoulder from Story keeps her in check. She knows not why they would shy away from battle with this group, but she trusts the wisdom of the small furry one. Day 25 The next day, Najya continues her tutelage of Dragonbait as they make their way to the cliffs. But it goes no better. Dragonbait even seems to have forgotten some of what she thought he had committed to memory. They both feel the frustration, and Najya wonders if the saurian would rather quit. But she is committed to helping, if he still wants to learn. At the cliffs, Najya is able to find easy success. Climbing the sheer rock faces comes easily to her, and she does not quite understand why the others struggle. Still, she does what she can to assist them, carrying the rope ahead and securing it as best she can with hammer and spikes. WIP OOC WIP
emotionaut March 25 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Day 21 When it comes time for Cora and Beacon to depart, Najya does not make an emotional goodbye, but she is feeling something. Since the start of this journey, these two were under her protection. But now she must leave them to their fates in order to continue safeguarding Mariposa, Story, Cyrienne, and Eku. She can't help but feel a failing in herself, that she is not somehow able to split herself in two and protect both groups. Instead, Najya settles for inspecting their canoes for obvious defects and securing the cargo, living and unliving alike. She sees them off with a simple sign: As soon as they are gone, Najya puts them out of her mind by necessity. Her responsibility is now the others. And so she devotes her full vigilance to this reformed group, along with its three new members. When it comes time to make camp, she assists in her customary fashion and does what she can to help gather provisions from the bounty of the jungle. Despite not being as seasoned a hunter as some of the others, her natural stealth allows her to sneak up on a wild boar and subdue it before it even knows what's hit it. Day 23 The previous day passed without concern. Najya had little interest in the mystery of the diggers. The causes of death was all that mattered to her, and that much was obvious. She knew what to be on watch for, but thankfully this foe did not make itself known to them. The next day, however, forces them to again contend with Najya's nemesis. Rain. Najya sheds her robes after they become completely waterlogged, though she keeps her hood and cowl to intercept heavy drops from falling directly on her head. She is no less miserable. It is not until the pterafolk attack that she finds welcome distraction from the dampness. She propels herself effortlessly up the nearest tree and leaps out into open air to strike at one of the descending creatures. They become a tangle in midair, as first she strikes with her staff and lodges it between the thing's beating wings. As they plummet together, Najya knees it twice in rapid succession, before them twisting about to place the creature between herself and the ground. With one final strike of her staff, she thrusts it toward a bone-crunching demise against the hard ground, while she herself seems to almost float to a far softer landing on hands and one knee. After the others have been dispatched or run off, the monk regards the two strangers who brought the pterafolk down upon them. She is particularly curious about the scaled one, who, like her, does not seem capable of speech. She observes them both, in her silence, studying their body language as others study their words. But the human betrays nothing to her, and the saurian is far too alien to read. Day 24 But the one called Dragonbait seems equally curious about Najya and her language without words. It takes the intervention of Artus to make her understand, but once Najya realizes the saurian wishes to learn, she is an eager teacher. If not for Nadeem risking everything to share the hand signs of the Most Solemn Order of the Silent Shroud, she would still be cut off from the rest of the world. These connections she's made with the others would have never been possible. And so she wishes to pay that kindness forward, in hopes Dragonbait will find the same sorts of connections possible. She walks with the saurian whenever she is not needed to scout ahead or from above. They begin simply, but the beginning is the hardest part, and they both struggle. She remembers being in Dragonbait's place and feeling the same frustrations. She hopes they will have more time to get past these initial obstacles. Of course, when the undead appear, she casts aside all thoughts of teaching and readies herself for battle. Her grip tightens on her staff and she prepares to launch herself out of the tree at her sworn enemies and their red-robed handlers. But an arresting hand on her shoulder from Story keeps her in check. She knows not why they would shy away from battle with this group, but she trusts the wisdom of the small furry one. Day 25 The next day, Najya continues her tutelage of Dragonbait as they make their way to the cliffs. WIP OOC WIP
emotionaut March 25 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Day 21 When it comes time for Cora and Beacon to depart, Najya does not make an emotional goodbye, but she is feeling something. Since the start of this journey, these two were under her protection. But now she must leave them to their fates in order to continue safeguarding Mariposa, Story, Cyrienne, and Eku. She can't help but feel a failing in herself, that she is not somehow able to split herself in two and protect both groups. Instead, Najya settles for inspecting their canoes for obvious defects and securing the cargo, living and unliving alike. She sees them off with a simple sign: As soon as they are gone, Najya puts them out of her mind by necessity. Her responsibility is now the others. And so she devotes her full vigilance to this reformed group, along with its three new members. When it comes time to make camp, she assists in her customary fashion and does what she can to help gather provisions from the bounty of the jungle. Despite not being as seasoned a hunter as some of the others, her natural stealth allows her to sneak up on a wild boar and subdue it before it even knows what's hit it. Day 23 The previous day passed without concern. Najya had little interest in the mystery of the diggers. The causes of death was all that mattered to her, and that much was obvious. She knew what to be on watch for, but thankfully this foe did not make itself known to them. The next day, however, forces them to again contend with Najya's nemesis. Rain. Najya sheds her robes after they become completely waterlogged, though she keeps her hood and cowl to intercept heavy drops from falling directly on her head. She is no less miserable. It is not until the pterafolk attack that she finds welcome distraction from the dampness. She propels herself effortlessly up the nearest tree and leaps out into open air to strike at one of the descending creatures. They become a tangle in midair, as first she strikes with her staff and lodges it between the thing's beating wings. As they plummet together, Najya knees it twice in rapid succession, before them twisting about to place the creature between herself and the ground. With one final strike of her staff, she thrusts it toward a bone-crunching demise against the hard ground, while she herself seems to almost float to a far softer landing on hands and one knee. After the others have been dispatched or run off, the monk regards the two strangers who brought the pterafolk down upon them. She is particularly curious about the scaled one, who, like her, does not seem capable of speech. She observes them both, in her silence, studying their body language as others study their words. But the human betrays nothing to her, and the saurian is far too alien to read. Day 24 But the one called Dragonbait seems equally curious about Najya and her language without words. It takes the intervention of Artus to make her understand, but once Najya realizes the saurian wishes to learn, she is an eager teacher. If not for Nadeem risking everything to share the hand signs of the Most Solemn Order of the Silent Shroud, she would still be cut off from the rest of the world. These connections she's made with the others would have never been possible. And so she wishes to pay that kindness forward, in hopes Dragonbait will find the same sorts of connections possible. She walks with the saurian whenever she is not needed to scout ahead or from above. They begin simply, WIP Day 25 WIP OOC WIP
emotionaut March 25 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Day 21 When it comes time for Cora and Beacon to depart, Najya does not make an emotional goodbye, but she is feeling something. Since the start of this journey, these two were under her protection. But now she must leave them to their fates in order to continue safeguarding Mariposa, Story, Cyrienne, and Eku. She can't help but feel a failing in herself, that she is not somehow able to split herself in two and protect both groups. Instead, Najya settles for inspecting their canoes for obvious defects and securing the cargo, living and unliving alike. She sees them off with a simple sign: As soon as they are gone, Najya puts them out of her mind by necessity. Her responsibility is now the others. And so she devotes her full vigilance to this reformed group, along with its three new members. When it comes time to make camp, she assists in her customary fashion and does what she can to help gather provisions from the bounty of the jungle. Despite not being as seasoned a hunter as some of the others, her natural stealth allows her to sneak up on a wild boar and subdue it before it even knows what's hit it. Day 23 The previous day passed without concern. Najya had little interest in the mystery of the diggers. The causes of death was all that mattered to her, and that much was obvious. She knew what to be on watch for, but thankfully this foe did not make itself known to them. The next day, however, forces them to again contend with Najya's nemesis. Rain. Najya sheds her robes after they become completely waterlogged, though she keeps her hood and cowl to intercept heavy drops from falling directly on her head. She is no less miserable. It is not until the pterafolk attack that she finds welcome distraction from the dampness. She propels herself effortlessly up the nearest tree and leaps out into open air to strike at one of the descending creatures. They become a tangle in midair, as first she strikes with her staff and lodges it between the thing's beating wings. As they plummet together, Najya knees it twice in rapid succession, before them twisting about to place the creature between herself and the ground. With one final strike of her staff, she thrusts it toward a bone-crunching demise against the hard ground, while she herself seems to almost float to a far softer landing on hands and one knee. After the others have been dispatched or run off, the monk regards the two strangers who brought the pterafolk down upon them. She is particularly curious about the scaled one, who, like her, does not seem capable of speech. She observes them both, in her silence, studying their body language as others study their words. Day 24 WIP Day 25 WIP OOC WIP
emotionaut March 25 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Day 21 When it comes time for Cora and Beacon to depart, Najya does not make an emotional goodbye, but she is feeling something. Since the start of this journey, these two were under her protection. But now she must leave them to their fates in order to continue safeguarding Mariposa, Story, Cyrienne, and Eku. She can't help but feel a failing in herself, that she is not somehow able to split herself in two and protect both groups. Instead, Najya settles for inspecting their canoes for obvious defects and securing the cargo, living and unliving alike. She sees them off with a simple sign: As soon as they are gone, Najya puts them out of her mind by necessity. Her responsibility is now the others. And so she devotes her full vigilance to this reformed group, along with its three new members. When it comes time to make camp, she assists in her customary fashion and does what she can to help gather provisions from the bounty of the jungle. Despite not being as seasoned a hunter as some of the others, her natural stealth allows her to sneak up on a wild boar and subdue it before it even knows what's hit it. Day 23 The previous day passed without concern. Najya had little interest in the mystery of the diggers. The causes of death was all that mattered to her, and that much was obvious. She knew what to be on watch for, but thankfully this foe did not make itself known to them. The next day, however, forces them to again contend with Najya's nemesis. Rain. Najya sheds her robes after they become completely waterlogged, though she keeps her hood and cowl to intercept heavy drops from falling directly on her head. She is no less miserable. It is not until the pterafolk attack that she finds welcome distraction from the dampness. She propels herself effortlessly up the nearest tree and leaps out into open air to strike at one of the descending creatures. WIP Day 24 WIP Day 25 WIP OOC WIP
emotionaut March 24 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Day 21 When it comes time for Cora and Beacon to depart, Najya does not make an emotional goodbye, but she is feeling something. Since the start of this journey, these two were under her protection. But now she must leave them to their fates in order to continue safeguarding Mariposa, Story, Cyrienne, and Eku. She can't help but feel a failing in herself, that she is not somehow able to split herself in two and protect both groups. Instead, Najya settles for inspecting their canoes for obvious defects and securing the cargo, living and unliving alike. She sees them off with a simple sign: As soon as they are gone, Najya puts them out of her mind by necessity. Her responsibility is now the others. And so she devotes her full vigilance to this reformed group, along with its three new members. When it comes time to make camp, she assists in her customary fashion and does what she can to help gather provisions from the bounty of the jungle. WIP Day 22 WIP Day 23 WIP Day 24 WIP Day 25 WIP OOC WIP